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#31
Colonial Space Map Discussion / Re: Custom Map #11708: Fight t...
Last post by fractalman - February 27, 2026, 11:42:57 PM
skippy, you fast.

Took a try or two to get enough energy+beams to survive the spores and some interesting strategizing to advance. range upgrades beyond the first couple may or may not be helpful.


I assume skippy used some sort of utter genius plays with singularities to get that 30 ish minute time.
#32
Colonial Space Map Discussion / Re: Custom Map #11703: FAST EA...
Last post by Johnny Haywire - February 27, 2026, 11:17:53 PM
Quote from: oldnewby on February 24, 2026, 03:04:22 PMThere is one problem with tapping that "N" Key...
One minute of game time takes me a full hour or so of my life time...  which at 83 is getting [Hopefully] just a little bit shorter every day...
SO
Do the math... Your real life time invested in the map likely beat the real life time I invested in setting up and playing that map...

Lol, yeah I'm the opposite.  1 hour of game time is typically 15 minutes of real-time for me. Years ago I played it with a speed mod up to max speed which was limited to around 10x speed.

But I'm seriously impressed at your times especially for being as old as my former roommate's ex-girlfriend's mother's secretary's 1st cousin, once removed.

I like your maps, too! =)
#33
Colonial Space Map Discussion / Re: Custom Map #11695: Perimet...
Last post by Johnny Haywire - February 27, 2026, 11:09:18 PM

also, deactivate or destroy the shields.  the Beams are good enough.
[/quote]

My game auto-deletes all shields on startup and prevents me from building them unless they're absolutely necessary. 😝
#34
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by Johnny Haywire - February 27, 2026, 11:06:53 PM
Quote from: teknotiss on February 25, 2026, 02:51:37 PMi will disagree with Johnny here... i hate this sort of mechanic, just totally takes away my desire to play on.

if you post a CPRL free version i will happily play it though!

still thanks for making the map, for sure JH will love this sort of thing ;)

Lol, I didn't love it because it just kept going even after the dialogue was done. I thought at that point it was just an annoyance. But yeah, the part I enjoyed was primarily because it was challenging.

As far as starting, I started in the upper left. Rather than describe it, I'll just show my 6:20 save. Hope this helps!

#35
Colonial Space Map Discussion / Re: Custom Map #10622: 167-Pyr...
Last post by Johnny Haywire - February 27, 2026, 10:58:32 PM
This needs to be re-made with only 10 of every weapon, except for beams, and no pick-ups. I mean, if it's gonna be a long map I think it's better if every battle is more intense.

I enjoyed the map, sans pickups. Spores could've come much earlier, but enjoyed the spore action. Always love the pyramids which leads me to suspect I might have been one of the Pharaoh's in a previous life. Too bad they didn't bury me with bitcoin codes implanted in my brain instead of all that gold.

Thanks for the map! =)
#36
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by Martin Gronsdal - February 26, 2026, 03:30:53 PM
Where to start on this one?
#37
Farsite Colonies / Custom Map #6020: SC Terran 02...
Last post by AutoPost - February 26, 2026, 06:09:18 AM
This topic is for discussion of map #6020: SC Terran 02


Author: Danu
Size: 256x256
DISCUSS ON DISCORD
#38
Colonial Space Map Discussion / Re: Custom Map #11695: Perimet...
Last post by fractalman - February 25, 2026, 07:05:38 PM
Quote from: Johnny Haywire on February 20, 2026, 12:27:37 AMWow, what a map! Yes, it's a bit of a grind but you've managed to make the grind 100% challenging - and therefore enjoyable - from the start to the very end.

Tip: It's helpful to use one of the PZ Berthas early on. Just click on a bertha, then "select all" and either "deactivate" or "stop supply". Target something with all the berthas, then grab one target and move it where you want, then reactivate the bertha you deactivated, and bam-bam to your heart's content.

Excellent job on this one, m8!

Thanks for the map!! =)
also, deactivate or destroy the shields.  the Beams are good enough.
#39
Colonial Space Map Discussion / Re: Custom Map #11706: Very No...
Last post by teknotiss - February 25, 2026, 02:51:37 PM
i will disagree with Johnny here... i hate this sort of mechanic, just totally takes away my desire to play on.

if you post a CPRL free version i will happily play it though!

still thanks for making the map, for sure JH will love this sort of thing ;)
#40
Colonial Space Map Discussion / Custom Map #11716: UNSET. By:...
Last post by AutoPost - February 25, 2026, 10:28:55 AM
This topic is for discussion of map #11716: UNSET


Author: Me
Size: 256x256

Desc: